feat: add multiplayer piece generation
This commit is contained in:
103
tetri5/scene.py
103
tetri5/scene.py
@@ -110,15 +110,15 @@ class SinglePlayerScene(Scene):
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def draw(self, surface: pygame.Surface) -> None:
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surface.fill(self._background_color)
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if self._next_piece:
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self._next_piece.draw(surface)
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if self._well:
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self._well.draw(surface)
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if self._stack:
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self._stack.draw(surface)
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if self._current_piece:
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self._current_piece.draw(surface, self._well, self._stack)
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if self._next_piece:
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self._next_piece.draw(surface)
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if self._well:
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self._well.draw(surface)
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score = str(self._score).zfill(6)
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lines = str(self._stack.total_lines).zfill(4)
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level = str(self._get_level()).zfill(2)
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@@ -170,6 +170,7 @@ class MultiPlayerScene(Scene):
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def __init__(self, change_scene: FunctionType) -> None:
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self._tile_size = ConfigurationManager.get("engine", "tile-size")
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self._background_color = pygame.Color(ConfigurationManager.get("color", "window-bg"))
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self._lines_per_level = ConfigurationManager.get("engine", "lines-per-level")
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# wells init
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self._well_player_one = Well(ConfigurationManager.get("position", "well-player-1"),\
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@@ -184,18 +185,29 @@ class MultiPlayerScene(Scene):
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self._stack_player_two = Stack()
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# score positions
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self.score_label_player_one_pos = ConfigurationManager.get("position", "score-label-player-1")
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self.score_label_player_two_pos = ConfigurationManager.get("position", "score-label-player-2")
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self.score_value_player_one_pos = ConfigurationManager.get("position", "score-value-player-1")
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self.score_value_player_two_pos = ConfigurationManager.get("position", "score-value-player-2")
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self._score_label_player_one_pos = ConfigurationManager.get("position", "score-label-player-1")
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self._score_label_player_two_pos = ConfigurationManager.get("position", "score-label-player-2")
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self._score_value_player_one_pos = ConfigurationManager.get("position", "score-value-player-1")
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self._score_value_player_two_pos = ConfigurationManager.get("position", "score-value-player-2")
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# lines positions
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self.lines_label_player_one_pos = ConfigurationManager.get("position", "lines-label-player-1")
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self.lines_label_player_two_pos = ConfigurationManager.get("position", "lines-label-player-2")
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self._lines_label_player_one_pos = ConfigurationManager.get("position", "lines-label-player-1")
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self._lines_label_player_two_pos = ConfigurationManager.get("position", "lines-label-player-2")
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# next positions
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self.next_label_player_one_pos = ConfigurationManager.get("position", "next-label-player-1")
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self.next_label_player_two_pos = ConfigurationManager.get("position", "next-label-player-2")
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self._next_label_player_one_pos = ConfigurationManager.get("position", "next-label-player-1")
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self._next_label_player_two_pos = ConfigurationManager.get("position", "next-label-player-2")
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# piece positions
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self._next_piece_player_one_pos = ConfigurationManager.get("position", "next-piece-player-1")
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self._next_piece_player_two_pos = ConfigurationManager.get("position", "next-piece-player-2")
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self._spawn_piece_shift_player_one = ConfigurationManager.get("position", "spawn-piece-player-1")
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# entities
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self._next_piece_player_one = PieceGenerator.get_piece(self._next_piece_player_one_pos)
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self._next_piece_player_two = PieceGenerator.get_piece(self._next_piece_player_two_pos)
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self._current_piece_player_one = None
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self._current_piece_player_two = None
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self._change_scence = change_scene
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MultiplayerService.init()
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@@ -203,31 +215,62 @@ class MultiPlayerScene(Scene):
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def draw(self, surface: pygame.Surface) -> None:
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surface.fill(self._background_color)
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# wells
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if self._well_player_one:
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self._well_player_one.draw(surface)
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if self._well_player_two:
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self._well_player_two.draw(surface)
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# stacks
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if self._stack_player_one:
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if self._stack_player_one is not None:
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self._stack_player_one.draw(surface)
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if self._stack_player_two:
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if self._stack_player_two is not None:
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self._stack_player_two.draw(surface)
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# pieces
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if self._current_piece_player_one is not None:
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self._current_piece_player_one.draw(surface)
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if self._current_piece_player_two is not None:
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self._current_piece_player_two.draw(surface)
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if self._next_piece_player_one is not None:
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self._next_piece_player_one.draw(surface)
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if self._next_piece_player_two is not None:
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self._next_piece_player_two.draw(surface)
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# wells
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if self._well_player_one is not None:
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self._well_player_one.draw(surface)
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if self._well_player_two is not None:
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self._well_player_two.draw(surface)
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# scores
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TextGenerator.draw("Score", self.score_label_player_one_pos, surface)
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TextGenerator.draw("000000", self.score_value_player_one_pos, surface)
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TextGenerator.draw("Score", self.score_label_player_two_pos, surface)
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TextGenerator.draw("000000", self.score_value_player_two_pos, surface)
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TextGenerator.draw("Score", self._score_label_player_one_pos, surface)
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TextGenerator.draw("000000", self._score_value_player_one_pos, surface)
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TextGenerator.draw("Score", self._score_label_player_two_pos, surface)
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TextGenerator.draw("000000", self._score_value_player_two_pos, surface)
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# lines
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TextGenerator.draw("Lines 0000", self.lines_label_player_one_pos, surface)
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TextGenerator.draw("Lines 0000", self.lines_label_player_two_pos, surface)
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TextGenerator.draw("Lines 0000", self._lines_label_player_one_pos, surface)
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TextGenerator.draw("Lines 0000", self._lines_label_player_two_pos, surface)
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# next
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TextGenerator.draw("P1 NXT", self.next_label_player_one_pos, surface)
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TextGenerator.draw("P2 NXT", self.next_label_player_two_pos, surface)
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TextGenerator.draw("P1 NXT", self._next_label_player_one_pos, surface)
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TextGenerator.draw("P2 NXT", self._next_label_player_two_pos, surface)
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def update(self, elapsed_time: int) -> None:
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pass
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if self._current_piece_player_one is not None:
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self._current_piece_player_one.update(elapsed_time,\
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self._well_player_one,\
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self._stack_player_one,\
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self._get_level(),\
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self._clear_current_piece)
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else:
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self._current_piece_player_one = self._next_piece_player_one
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self._current_piece_player_one.move(self._spawn_piece_shift_player_one)
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self._next_piece_player_one = PieceGenerator.get_piece(self._next_piece_player_one_pos)
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# TODO create game over scene
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if self._stack_player_one and self._current_piece_player_one.collide(self._stack_player_one):
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pygame.quit()
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MultiplayerService.quit()
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sys.exit()
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def _get_level(self) -> int:
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return 0 if self._stack_player_one is None else self._stack_player_one.total_lines // self._lines_per_level
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def _clear_current_piece(self) -> None:
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self._current_piece_player_one = None
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